Bibliografia

Principal

  • - Burke, B. (2016). Gamify: How gamification motivates people to do extraordinary things. Routledge. - Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of human-computer studies, 74, 14-31. - Rodrigues, L. F., Costa, C. J., & Oliveira, A. (2017). How does the web game design influence the behavior of e-banking users?. Computers in Human Behavior, 74, 163-174. - Rodrigues, L. F., Costa, C. J., & Oliveira, A. (2016). Gamification: A framework for designing software in e-banking.Rodrigues, L. F., Oliveira, A., & Costa, C. J. (2016). Playing seriously?How gamification and social cues. Computers in Human behavior, 62, 620-634. - Deterding, S., Sicart, M., Nacke, L., O?Hara, K., & Dixon, D. (2011). Gamification?: Using Game design Elements in Non-Gaming Contexts. The Journal Of The British Sociological Association, 2425?2428.:

Secundária

  • - Zichermann, G., & Linder, J. (2010). Game Based Marketing: Inspire Customer Loyalty Through Rewards, Challenges, and Contests. John Wiley & Sons. - Williams, D., Kennedy, T. L., & Moore, R. J. (2011). Behind the avatar: The patterns, practices, and functions of role playing in MMOs. Games and Culture, 6(2), 171-200. - Werbach, K., & Hunter, D. (2015). The gamification toolkit: dynamics, mechanics, and components for the win. Wharton Digital Press. - Walz, S. P., & Deterding, S. (Eds.). (2015). The gameful world: Approaches, issues, applications. Mit Press. - Wakefield, R.L., Wakefield, K.L., Baker, J., & Wang, L.C. (2011). How website socialness leads to website use. European Journal of Information Systems, 20(1), 118?132. - Rodrigues, L. F., Oliveira, A., Costa, C. J., & Rodrigues, H. (2018, July). Games and Business: Human Factors in Gamified Applications. In International Conference on Applied Human Factors and Ergonomics (pp. 318-324). Springer, Cham. - Rodrigues, L. F., Oliveira, A., & Costa, C. J. (2016). Playing seriously?How gamification and social cues influence bank customers to use gamified e-business applications. Computers in Human Behavior, 63, 392-407. - Rodrigues, L. F., Oliveira, A., & Costa, C. J. (2016). Does ease-of-use contributes to the perception of enjoyment? A case of gamification in e-banking. Computers in Human Behavior, 61, 114-126. - Robson, K., Plangger, K., Kietzmann, J. H., McCarthy, I., & Pitt, L. (2016). Game on: Engaging customers and employees through gamification. Business horizons, 59(1), 29-36. - Robson, K., Plangger, K., Kietzmann, J. H., McCarthy, I., & Pitt, L. (2015). Is it all a game? Understanding the principles of gamification. Business Horizons, 58(4), 411-420. - Raycove, T. (2016) Gamification: The Industry's Biggest Secrets Revealed. CreateSpace. - Pedreira, O., García, F., Brisaboa, N., & Piattini, M. (2015). Gamification in software engineering?A systematic mapping. Information and Software Technology, 57, 157-168. - Malone, T. W., & Lepper, M. R. (1987). Making learning fun: A taxonomy of intrinsic motivations for learning. Aptitude, learning, and instruction, 3(1987), 223-253. - Kirriemuir, J. (2015). Book Review: Understanding Gamification. Ariadne, (74). - Malone, T. W. (1981). What makes things fun to learn? A study of intrinsically motivating computer games. Pipeline, 6(2), 50. - Hamari, J., Koivisto, J., & Sarsa, H. (2014, January). Does gamification work?--a literature review of empirical studies on gamification. In 2014 47th Hawaii international conference on system sciences (HICSS) (pp. 3025-3034). IEEE. - Deterding, S., Khaled, R., Nacke, L., & Dixon, D. (2011). Gamification: Toward a Definition. CHI , 12?15. - Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From Game design Elements to Gamefulness: Defining ?Gamification?. In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (MindTrek ?11), 9-15. - Agarwal, R., & Karahanna, E. (2000). Time flies when you?re having fun: cognitive absorption and beliefs about information technology usage. MIS Quarterly, 24(4), 665-94. :